233/p218
- Usually geometries are reduced to triangular or square meshes. Therefore it is not possible to render procedural geometries.
- A solution with high resolution requires a lot of memory.
- Only the solution of the GI which is part of the diffused channel is computed. Effects such as glossy reflections must b computed separately, without possibility of caching.
Examples
- Some radiosity methods.
Hybrid Methods
In some case the employment of different combinations between view independent and view dependent systems.
Examples
- In Vray Photon Mapping and Irradiance Map.
- In mental ray Photon Mapping and Final gather.
- In 3ds max Radiosity and Light Trace.
VRay supported methods
VRay supports different methods for GI computation: exact, approximate, shooting and gathering, according to the kind of job and the scene, some methods are to be preferred against others.
Exact Methods
VRay supports two types of exact methods: the QMC and the PPT (Progressive Path Tracing). The QMC works in a tradisional way, by using a system based on buckets, which consists of the reconstruction of the image zone by zone, usually squared. The Path Tracing rebuilds the render “little by little”, refining the image gradually.
Approximate Methods
Irradiance Map, Light Cache, and Photon Map, or rather the other methods of VRay, are approximate methods.
Shooting Methods
The Photon Map alone is to be considered a shooting method in VRay.
Gathering Methods
Irradiance Map, Light Cache, and QMC GI are Gathering Methods.
Hybrid Methods.
VRay can use different kinds of engines for the primary and secondary bounces. The primary bounces, computed by a first engine of the GI, are the first bounces the light os subjected to just after the emission. After the first bounce GI’s computation is managed by a second engine, which computes the following rebounds. Thus, it is possible to use two different computation methods, one for the rpimaru bounces, and one for the secondary ones.
Now, a question might arise. How can one know which is the best solution for his job, among all these possibilities? Actually there is no rigorous rule. For example, a room can be rendered with the method QMC + QMC, QMC + LC, or IM+LC, or IM+PM too. All these pairs might give the same result, but following different procedures and paths, each one with its advantages and disadvantages.
234/p219
Indirect Illumination (GI) in VRay
VRay contains many methods for GI computation:
- QMC, also named Direct computation or Brute Force.
- Irradiance Map
- Photon map
- Light Cache
Direct Computation (QMC GI)
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